godot/modules/gdnative/net/multiplayer_peer_gdnative.h

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/*************************************************************************/
/* multiplayer_peer_gdnative.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef MULTIPLAYER_PEER_GDNATIVE_H
#define MULTIPLAYER_PEER_GDNATIVE_H
#include "core/multiplayer/multiplayer_peer.h"
#include "modules/gdnative/gdnative.h"
#include "modules/gdnative/include/net/godot_net.h"
class MultiplayerPeerGDNative : public MultiplayerPeer {
GDCLASS(MultiplayerPeerGDNative, MultiplayerPeer);
protected:
static void _bind_methods();
const godot_net_multiplayer_peer *interface;
public:
MultiplayerPeerGDNative();
~MultiplayerPeerGDNative();
/* Sets the interface implementation from GDNative */
void set_native_multiplayer_peer(const godot_net_multiplayer_peer *p_impl);
/* Specific to PacketPeer */
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virtual Error get_packet(const uint8_t **r_buffer, int &r_buffer_size) override;
virtual Error put_packet(const uint8_t *p_buffer, int p_buffer_size) override;
virtual int get_max_packet_size() const override;
virtual int get_available_packet_count() const override;
/* Specific to MultiplayerPeer */
virtual void set_transfer_channel(int p_channel) override;
virtual int get_transfer_channel() const override;
virtual void set_transfer_mode(Multiplayer::TransferMode p_mode) override;
virtual Multiplayer::TransferMode get_transfer_mode() const override;
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virtual void set_target_peer(int p_peer_id) override;
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virtual int get_packet_peer() const override;
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virtual bool is_server() const override;
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virtual void poll() override;
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virtual int get_unique_id() const override;
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virtual void set_refuse_new_connections(bool p_enable) override;
virtual bool is_refusing_new_connections() const override;
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virtual ConnectionStatus get_connection_status() const override;
};
#endif // MULTIPLAYER_PEER_GDNATIVE_H